// From http://forum.unity3d.com/threads/21778-Double-Sided-*Material*
Shader "DoubleSided" {

    Properties {

        _Color ("Main Color", Color) = (1,1,1,1)

        _MainTex ("Base (RGB)", 2D) = "white" {}

        //_BumpMap ("Bump (RGB) Illumin (A)", 2D) = "bump" {}

    }

    SubShader {     

        //UsePass "Self-Illumin/VertexLit/BASE"

        //UsePass "Bumped Diffuse/PPL"

        

        // Ambient pass

        Pass {

        Name "BASE"

        Tags {"LightMode" = "Always" /* Upgrade NOTE: changed from PixelOrNone to Always */}

        Color [_PPLAmbient]

        SetTexture [_BumpMap] {

            constantColor (.5,.5,.5)

            combine constant lerp (texture) previous

            }

        SetTexture [_MainTex] {

            constantColor [_Color]

            Combine texture * previous DOUBLE, texture*constant

            }

        }

    

    // Vertex lights

    Pass {

        Name "BASE"

        Tags {"LightMode" = "Vertex"}

        Material {

            Diffuse [_Color]

            Emission [_PPLAmbient]

            Shininess [_Shininess]

            Specular [_SpecColor]

            }

        SeparateSpecular On

        Lighting On

        Cull Off

        SetTexture [_BumpMap] {

            constantColor (.5,.5,.5)

            combine constant lerp (texture) previous

            }

        SetTexture [_MainTex] {

            Combine texture * previous DOUBLE, texture*primary

            }

        }

    } 

    FallBack "Diffuse", 1

}